At 10:21 AM 3/7/99 -0800, Dale Ward wrote:
>Greetings!
>
> I have recently become interested in the concept of Play-By-EMail RPGs. I
>think I would enjoy running one in a Fantasy or Sci-Fi setting.
>
> Has anyone ever published guidelines for gming such a game? How do you
>get around the die-rolling difficulties?
>
> I would enjoy hearing from people who have successfully gmed PBEM and how
>they solved any resulting problems.

FIRST - Forget dice. Whatever use they are in a Face-to-Face (FTF) campaign,
they are only an impediment to a PBEM. Use your own sense of storytelling to
subsitute for them. Give the adventure flair from your own imagination, rather
than from the reading of pips on plastic cubes.

SECOND - before you get started, decide how often you will want to post. A
fast
campaign may post more than once a day, but is rarely sustainable (your
interest and
time will wane) over more than a few months. A moderate campaign will post
every
1-2 days, and a slow one will post once a week or so. Slower than that, and
don't
bother - it will rot. I suggest a fast-moderate campaign. I myself use what I
call my
48-hour rule: While I usually post once a day, I never let 48 hours go by
without either
a posting or advance notice of an absence.

THIRD - Start small. Even an experienced GM may find himself swamped by the
new
medium. Invite four players. Invite players with known personalities and
interests,
if possible. Expand when you have the kinks worked out.

FOURTH - Dispense with the Rules. This is closely related to the first point.
But
feel free to use a game system to set up characters (even that isn't
necessary),
but from then on, ignore the rules. The game should feel like a joint story,
not a
game.

FIFTH - Let the players invent more of the world around them than you would
in a FTF game. If he wants a starship, or a new mountain fortress, let him
draw them up, and create the personalities within. They're still yours to
command,
but this involves the players to a greater degree.

SIXTH - Ask for Reviews. I seek advice and comment from my players every
six months. Of course, I get it more often than that. Try to deal honestly
with
player concerns.

SEVENTH - Allow the characters to split up. Unlike FTF, there is no reason why
the characters can't run off in different directions, to pursue their own
story. More
work for you, but a better game.

EIGHT - Only the fourth point approaches this one in importance: use
a standard format. Don't confuse or annoy your players with weird format
demands. The standard PBEM format is to allow players to speak as they
would at an FTF game, with occasional input from you.

This is the text from my most recent Rogues' Gallery article -- I decided=20
to do a quick-n-dirty guide about how I work PBEM. I cleaned up the=20
formatting some, but there may yet be errors. Apologies in advance.

***
The Fine Art of Play-By-E-Mail Champions!
Play-by-e-mail, or PBEM, can be the most frustrating gaming experience, or=
=20
one of the most rewarding. I've been doing it for about five years now, in=
=20
one form or another, and I have to admit that I'm hooked on both running=20
and playing it=92s the best roleplaying I've done since I've started. My=20
first attempt was a Play-by-Mail (real mail, with stamps and everything!)=20
VIPER game, and I have to admit it=92s embarrassing for me to look back at=
=20
those turns now!

Most of the advice I can give prospective PBEM GMs is the same advice I'd=20
give FTF GMs but there are a few differences.

Are you sure you want to do this?
I realize that trying to dissuade potential PBEM-ers right off the bat is=20
probably not the best sales technique, but it=92s not fair to players or GMs=
=20
if you bite off more than you can handle, and end up having to drop the=20
game. If you=92re not able to check your e-mail several times a day (it's=
=20
not unusual for each player to generate twenty messages a day in my games),=
=20
a PB-IRC or a PB-ICQ or other chat protocol may be a better idea for=20
you! That style of game allows you to run at a designated time each week,=
=20
just as with FTF, and won't overwhelm you throughout the week.

The volume of e-mail in a PBEM game depends on two main factors. First,=20
how many players are active participants? I've seen games where there were=
=20
only one or two active players and games where there were twelve. The=20
second consideration should be volume of e-mail. How many posts do you=20
expect per player per day? One? Fifteen? Thirty? In the games I've run,=
=20
I've had players who thought one or two messages a day was taxing, and=20
others who eagerly would have written more than thirty if I'd had the time=
=20
to respond to all of them!

If the idea of a crammed mail box doesn't terrify you (hey, that=92s what=20
filters are for!), you love in-depth roleplaying, and have a masochistic=20
streak, PBEM is a wonderful way to game!

Planning the Game
Start small. This is so important to succeeding in PBEM! I recommend that=
=20
new PBEM GMs start with only two or three players, because while attrition=
=20
is typical in a PBEM game, often what seems like a good FTF group=20
size five or six can be overwhelming in PBEM. You can always add more=20
players later on, but it=92s difficult to drop people just because you've=20
overestimated your free time! I've run everything from two to eight=20
players at a time, and I've found that I much prefer having two players=20
roleplay in great depth than a crowd of six or seven.

Be very clear about what you expect in terms of participation from each=20
player. If you expect players to contribute a minimum of five-ten messages=
=20
of considerable length every day, and the players think that one or two=20
posts consisting of =93yes=94 or =93no=94 answers are acceptable, someone=92=
s going=20
to be disappointed. The easiest way to handle this is to have potential=20
players lurk in your game when they express interest (see below).

Be clear about what are acceptable guidelines in terms of adult=20
content. There are a number of PBEM games on the =91net which consist of=
=20
erotic material when I was keeping up my links page, I knew of several=20
Champions PBEM games which focused heavily on adult content. One of the=20
nicest aspects of PBEM, like blue-booking, is that what might be=20
embarrassing to roleplay in front of other players is easily accomplished=20
between the player and the GM. However, if either one feels that sexual=20
material is being forced on them, it can cause problems, or even people=20
leaving the game. The way I handle it is to use movie ratings PG-13 is=20
what I go by in my games as well as to discuss the issue with players when=
=20
a romantic scene is about to take place.

To post online, or not to post? I highly recommend that games which are=20
going to be posted on web sites to be written in the third person, by both=
=20
player and GM. While I started out using second person when I'd write to=20
players (back in the =93old=94 days of my PBEMing), it doesn't read very=
well=20
in compilations, and converting to third person was an onerous chore. You=
=20
can see turns from two of my PBEM games online at=20 http://www.mactyre.net/scm/pbem/pbem.html and=20 http://www.mactyre.net/scm/ai_inc/aiinc.html.

Selecting players
The most important part of any game are the players. But the type of=20
player that=92s good at showing up at your house at 6 PM on a Saturday night=
=20
and roleplaying well isn't necessarily the same type of player who makes=20
PBEM a joy. In fact, I've only had one of my FTF players transition well=20
into PBEM games, in all the time I've been running online.

How can you find players? Well, you can post to rec.games.frp.super-heroes=
=20
or the Hero Mailing List for players -- you'll be inundated with hundreds=
=20
of requests if you go the Usenet route. There are several web sites that=20
offer listings of players looking for games that you can try as well, but=20
all of these are very anonymous methods.

I am a very demanding PBEM GM. When I first began running games over the=20
=91net, I wasn't particularly careful in how I selected players if they=20
could put a sentence or two together and seemed to get the gist of the=20
campaign world, I would give them a shot. With this method, I had a 50%=20
attrition rate from people who were very interested=85until they realized=20
that PBEM also meant work. It only took one or two thoroughly messed-up=20
plots for me to decide to change tactics and that=92s when I started making=
=20
potential players jump through hoops.

When someone writes to me, interested in playing in a game I'm running -- I=
=20
don't post openings, but even if the game=92s web site very clearly states=
=20
=93Not looking for any new players,=94 would-be players still e-mail,=20
interested in potential openings I reply with an invitation to lurk in a=20
turn or two. Lurking -- having the would-be player receive all the=20
game-related e-mail I send and receive from players -- is a really useful=20
tool. I generally have them lurk in turns of my most prolific players, to=
=20
see if this frightens them off. Another benefit of lurking is that the=20
potential player gets a better feel for how your game is run, as opposed to=
=20
other PBEM games or, if the player is a complete newbie, how PBEM works,=20
period.

If lurking in a turn or two doesn't terrify the prospect, I offer them a=20
guest-starring role in a turn, a prelude to introducing the character if=20
the player decides they like it, and nothing so vital that they can't be=20
dropped and forgotten if the player doesn't work out.

The next step, of course, is having the player generate a character=20
background and sheet that are compatible with your game. The number of=20
hoops you as a GM would make them hop through at this point is at your=20
discretion; in addition to the character sheet and background, I have=20
players fill out a questionnaire asking even more detailed questions about=
=20
the characters=92 life, as well as what they expect as players to get out of=
=20
the game. I try to cover plots they'd like to see, plots they really don't=
=20
want to see, as well as what their pet peeves in games are.

Well, I did say I was a demanding PBEM GM! What amazes me is that I still=
=20
have a waiting list a mile long another reality of PBEM life is that there=
=20
are a hundred would-be players for every PBEM GM.

In my experience, the best type of PBEM players -- and I do number myself=20
among them --are the frustrated fiction writers you know, the type who=20
will send you a ten-page character background within twenty-four hours of=20
being told they might have a shot at the game. (I did have that=20
happen and he is still a wonderful player!) Not only are these players=20
functionally literate (a real consideration), but they also have wonderful=
=20
ideas to contribute about plots. The longer I run and play in PBEM games,=
=20
the more I think of them as joint writing projects and the less I think of=
=20
them as games this is, I think, a function of the types of games I run and=
=20
the players I enjoy the most. The average turn for each of these types of=
=20
players runs a week or two, and, depending on the amount of time we have,=20
runs anywhere from thirty to sixty pages.

Finding a game
It=92s something I hear from potential players all the time. The gaming=20
group has disintegrated, work or kids don't allow it, or the GM has moved=20
out of the area and no one is going to take his or her place what=92s a=20
Champions player to do? A lot of people turn to online gaming,=20
specifically PBEM.

Again, you can try posting to the Usenet or the HML to find a game,=20
although I haven't heard of anyone getting good results this way. There=20
are also the =93classifieds=94 PBEM web pages, where you can list your name,=
=20
interests, and e-mail address, for GMs to contact you, but as there are=20
generally so many more players than GMs, this is also hit-or-miss.

I recommend that if you=92re interested in a PBEM you've found online, write=
=20
the GM. Don't demand a slot in the game I have had that happen, too, and=
=20
I don't answer those messages but instead ask if it=92s OK for you to=20
lurk. Offer to roleplay any NPCs that the GM might allow you to; this will=
=20
lessen the GM=92s work load, while at the same time allowing you a chance to=
=20
prove yourself. When the time comes for you to play, you'll already be=20
intimately familiar with the world and the gaming styles of the other=20
players. When I encounter dedicated players like that, I create slots for=
=20
them in my games!

Running the game
Where to begin? Ready to write your first turn-opener? It=92s easy,=20
really! Here=92s an example from my PRIMUS game.
I, as the GM, first sent out this post, to the player of Agent Martin=20
DuQuense:
For a hotel that was world-renowned for catering to every whim of its=20
guests, Martin frowned at the remote control, their cable service was sadly=
=20
lacking. Dorothy and RG -- permitted after the a discrete phone call from=
=20
the Silver Avenger to the Montgomery's concierge's office -- however, had=
=20
found the indoor rooftop pool more than a little entertaining and were now=
=20
towelling off in the adjoining bedroom.

Guards posted at the elevator doors, the lobby, and at several other=20
positions near their suite had done a lot to reassure Dorothy's peace of=20
mind, if not Martin's; Marnie's mother, however, still refused to allow her=
=20
daughter any contact with her friend.

Just when it was about to come down to an =93Alf=94 rerun or a new episode=
of=20
the =93Nanny,=94 there was a knock at the door.

Martin=92s player responded:
Now what? he frowned, dropping the remote on the couch and standing up.=20
That's not the security detail - they didn't call in first over the=20
radio. Scooping up his back-up, IA having not returned his normal carry=20
weapon yet, he paused at Dorothy's door for a second, then continued on as=
=20
he heard her giggle as she and RG roughhoused. Please let this not be=20
another VIPER plot God, he prayed, edging up to the door and checking the=
=20
peephole. I've had enough for a long, long, time.

Then I replied:
At first glance, Martin didn't recognize the man in the khaki pants and=20
denim shirt in front of the door -- until he realized that David Armitage's=
=20
hair had gone whiter since the last time they'd met.

When you have more than one player in a scene, simply have them copy each=20
other on their messages, instead of making them filter through you. See,=20
that=92s not so bad! And when all else fails, drop them in the middle of a=
=20
combat scene and watch them panic.

Pacing PBEM Plots. The most important thing to remember when you start off=
=20
a PBEM campaign is that plots take months to complete. Even a simple plot=20
can become extraordinarily complex when there are four or five people=20
involved in writing it! The PCs will need to feel as though they=92re=20
accomplishing goals, even if the final victory is still out of their=20
reach it=92s crucial to provide that.

Champions Combat in PBEM It=92s not so bad, really. The way I work combat=
=20
in Champions PBEM requires that the players be on a timeline, but in=20
essence, it=92s really an easier workload than a regular turn. I'll send=
out=20
a description of the combat scene in the evening, and give all the players=
=20
until 5 PM (PST) the following day to reply to me individually, as opposed=
=20
to them sending their posts to everyone in the scene describing their=20
actions in prose, then telling me what they=92re doing in terms of gaming=20
mechanics. Each of these posts covers one or two segments, and by 9 PM=20
(PST), I'll reply to the group, having woven their individual descriptions=
=20
and actions together, along with how they were resolved. They then have=20
until 5 PM the next night to reply, and so on until the combat is=20
resolved. It=92s worked very well for me in the past, even with large=
groups.

Assessing the Game: Talk to your players! Every month or so, I make sure I=
=20
get a chance to =93talk=94 to my players about what they think is working or=
=20
what they'd like to change. Is their character developing the way they'd=20
hoped? Is there another direction they'd like to go in? Because PBEM=20
requires a significant time investment, I like to make sure the players are=
=20
enjoying themselves and the direction of the game it=92s worth it for your=
=20
ego to take a hit or two if it keeps good players around!

Assigning Experience Points. These are the EP guidelines that I developed=20
for the PRIMUS PBEM game, and are intended to reflect the Super-Agents=20
genre. EPs aren't as critical in PBEM as they are in FTF gaming=20
environments, but it=92s just as crucial to reward good roleplaying in PBEM!

PCs gain experience points by confronting their weaknesses, good=20
roleplaying, and overall character development. Dealing with weaknesses is=
=20
what I'm most interested in; however, whether you as a player see the=20
character overcoming those weaknesses or not is up to you. Experience=20
points are awarded at the end of each story arc, or in special=20
circumstances during the story as a reward for a particularly good moment=20
of roleplaying.

+1 EP for completing the scenario/investigation
+1 EP for good roleplaying
+1 EP for making useful contacts the GM can utilize later
+2 EPs for great roleplaying
+2 EPs for good roleplaying when confronting a psychological limitation
+2 EPs for noble/heroic actions
+3 EPs for noble/heroic actions in which the character was injured or saved=
=20
lives

Experience points are subtracted from the total awarded for out of=20
character roleplaying, or use of player information in-game.

- -1 EP for failing to complete the scenario/investigation
- -1 EP for minor Out of Character (OOC) roleplaying
- -2 EPs for bad/nonexistent roleplaying
- -2 EPs for ignoring circumstances that should activate a psychological=20
limitation
- -2 EPs for cowardly/unheroic actions
- -3 EPs for severe OOC roleplaying
- -3 EPs for cowardly/unheroic actions which result in injury or death for=
others

And finally=85
PBEM gaming can be one of the most rewarding types of roleplaying, or one=20
of the most frustrating. My rule of thumb is that if it starts to become=20
drudge work, the best thing you can do is take a break from it. I've=20
observed games (and unfortunately, played in one) where the GM was tired,=20
bored, but refused to back off for a week or two to recoup, and it was just=
=20
unpleasant for everyone involved. If you=92re playing in a PBEM game and=20
you=92re not happy with how things are going, do write the GM and discuss=
why=20
you=92re not having fun. Because fun, of course, is the point of why you=92=
re=20
gaming!

<html>
This is the text from my most recent <i>Rogues' Gallery</i> article -- I
decided to do a quick-n-dirty guide about how I work PBEM.&nbsp; I
cleaned up the formatting some, but there may yet be errors.&nbsp;
Apologies in advance.<br>
<br>
<br>
<br>
***<br>
<font face=3D"Verdana" size=3D6>The Fine Art of Play-By-E-Mail
<i>Champions!</i> <br>
</font><font size=3D4>Play-by-e-mail, or PBEM, can be the most frustrating
gaming experience, or one of the most rewarding.&nbsp; I've been doing it
for about five years now, in one form or another, and I have to admit
that I'm hooked on both running and playing&nbsp; it=92s the best
roleplaying I've done since I've started. My first attempt was a
Play-by-Mail (real mail, with stamps and everything!) VIPER game, and I
have to admit it=92s embarrassing for me to look back at those turns
now!&nbsp; <br>
<br>
Most of the advice I can give prospective PBEM GMs is the same advice I'd
give FTF GMs&nbsp; but there are a few differences.&nbsp; <br>
<br>
</font><font face=3D"Verdana">Are you <u>sure</u> you want to do=20
this?<br>
</font><font size=3D4>I realize that trying to dissuade potential PBEM-ers
right off the bat is probably not the best sales technique, but it=92s not
fair to players or GMs if you bite off more than you can handle, and end
up having to drop the game.&nbsp; If you=92re not able to check your e-mail
several times a day (it's not unusual for each player to generate twenty
messages a day in my games), a PB-IRC or a PB-ICQ or other chat protocol
may be a better idea for you!&nbsp; That style of game allows you to run
at a designated time each week, just as with FTF, and won't overwhelm you
throughout the week.<br>
<br>
The volume of e-mail in a PBEM game depends on two main factors.&nbsp;
First, how many players are active participants?&nbsp; I've seen games
where there were only one or two active players and games where there
were twelve.&nbsp; The second consideration should be volume of
e-mail.&nbsp; How many posts do you expect per player per day?&nbsp;
One?&nbsp; Fifteen?&nbsp; Thirty?&nbsp; In the games I've run, I've had
players who thought one or two messages a day was taxing, and others who
eagerly would have written more than thirty if I'd had the time to
respond to all of them!<br>
<br>
If the idea of a crammed mail box doesn't terrify you (hey, that=92s what
filters are for!), you love in-depth roleplaying, and have a masochistic
streak, PBEM is a wonderful way to game! <br>
<br>
</font><font face=3D"Verdana"><u>Planning the Game<br>
</font></u><font size=3D4><b>Start small.</b>&nbsp; This is <b>so</b>
important to succeeding in PBEM!&nbsp; I recommend that new PBEM GMs
start with only two or three players, because while attrition is typical
in a PBEM game, often what seems like a good FTF group size&nbsp; five or
six&nbsp; can be overwhelming in PBEM.&nbsp; You can always add more
players later on, but it=92s difficult to drop people just because you've
overestimated your free time!&nbsp;&nbsp; I've run everything from two to
eight players at a time, and I've found that I much prefer having two
players roleplay in great depth than a crowd of six or seven.&nbsp;=20
<br>
<br>
<b>Be very clear about what you expect in terms of participation from
each player.</b>&nbsp; If you expect players to contribute a minimum of
five-ten messages of considerable length every day, and the players think
that one or two posts consisting of =93yes=94 or =93no=94 answers are accept=
able,
someone=92s going to be disappointed.&nbsp; The easiest way to handle this
is to have potential players lurk in your game when they express interest
(see below). <br>
&nbsp;<br>
<b>Be clear about what are acceptable guidelines in terms of adult
content.</b>&nbsp;&nbsp; There are a number of PBEM games on the =91net
which consist of erotic material&nbsp; when I was keeping up my links
page, I knew of several <i>Champions</i> PBEM games which focused heavily
on adult content.&nbsp; One of the nicest aspects of PBEM, like
blue-booking, is that what might be embarrassing to roleplay in front of
other players is easily accomplished between the player and the GM.&nbsp;
However, if either one feels that sexual material is being forced on
them, it can cause problems, or even people leaving the game.&nbsp; The
way I handle it is to use movie ratings&nbsp; PG-13 is what I go by in my
games&nbsp; as well as to discuss the issue with players when a romantic
scene is about to take place. <br>
<br>
<b>To post online, or not to post?</b>&nbsp; I highly recommend that
games which are going to be posted on web sites to be written in the
third person, by both player and GM.&nbsp; While I started out using
second person when I'd write to players (back in the =93old=94 days of my
PBEMing), it doesn't read very well in compilations, and converting to
third person was an onerous chore.&nbsp; You can see turns from two of my
PBEM games online at
<a href=3D"http://www.mactyre.net/scm/pbem/pbem.html" eudora=3D"autourl">htt= p://www.mactyre.net/scm/pbem/pbem.html</a&gt;
and <a href=3D"http://www.mactyre.net/scm/ai_inc/aiinc.html"=
eudora=3D"autourl">http://www.mactyre.net/scm/ai_inc/aiinc.html</a>. <br>
<br>
</font><font size=3D5><u>Selecting players<br>
</font></u><font size=3D4>The most important part of any game are the=
players.&nbsp; But the type of player that=92s good at showing up at your=
house at 6 PM on a Saturday night and roleplaying well isn't necessarily=
the same type of player who makes PBEM a joy.&nbsp; In fact, I've only had=
one of my FTF players transition well into PBEM games, in all the time I've=
been running online.&nbsp; <br>
<br>
How can you find players?&nbsp; Well, you can post to=
rec.games.frp.super-heroes or the Hero Mailing List for players --&nbsp;=
you'll be inundated with hundreds of requests if you go the Usenet=
route.&nbsp; There are several web sites that offer listings of players=
looking for games that you can try as well, but all of these are very=
anonymous methods.&nbsp; <br>
<br>
I am a <u>very</u> demanding PBEM GM.&nbsp; When I first began running games=
over the =91net, I wasn't particularly careful in how I selected=
players&nbsp; if they could put a sentence or two together and seemed to=
get the gist of the campaign world, I would give them a shot.&nbsp; With=
this method, I had a 50% attrition rate from people who were very=
interested=85until they realized that PBEM also meant work.&nbsp; It only=
took one or two thoroughly messed-up plots for me to decide to change=
tactics&nbsp; and that=92s when I started making potential players jump=
through hoops.&nbsp; <br>
<br>
When someone writes to me, interested in playing in a game I'm running -- I=
don't post openings, but even if the game=92s web site very clearly states=
=93Not looking for any new players,=94 would-be players still e-mail,=
interested in potential openings&nbsp; I reply with an invitation to lurk=
in a turn or two.&nbsp; Lurking -- having the would-be player receive all=
the game-related e-mail I send and receive from players -- is a really=
useful tool.&nbsp; I generally have them lurk in turns of my most prolific=
players, to see if this frightens them off.&nbsp; Another benefit of=
lurking is that the potential player gets a better feel for how your game=
is run, as opposed to other PBEM games or, if the player is a complete=
newbie, how PBEM works, period.<br>
<br>
If lurking in a turn or two doesn't terrify the prospect, I offer them a=
guest-starring role in a turn, a prelude to introducing the character if=
the player decides they like it, and nothing so vital that they can't be=
dropped and forgotten if the player doesn't work out.&nbsp; <br>
<br>
The next step, of course, is having the player generate a character=
background and sheet that are compatible with your game.&nbsp; The number=
of hoops you as a GM would make them hop through at this point is at your=
discretion; in addition to the character sheet and background, I have=
players fill out a questionnaire asking even more detailed questions about=
the characters=92 life, as well as what they expect as players to get out=
of the game.&nbsp; I try to cover plots they'd like to see, plots they=
really don't want to see, as well as what their pet peeves in games=
are.&nbsp;&nbsp;&nbsp; <br>
<br>
Well, I did say I was a demanding PBEM GM!&nbsp; What amazes me is that I=
still have a waiting list a mile long&nbsp; another reality of PBEM life is=
that there are a hundred would-be players for every PBEM GM.&nbsp; <br>
<br>
In my experience, the best type of PBEM players -- and I do number myself=
among them --are the frustrated fiction writers&nbsp; you know, the type=
who will send you a ten-page character background within twenty-four hours=
of being told they might have a shot at the game.&nbsp; (I did have that=
happen&nbsp; and he is <b>still</b> a wonderful player!)&nbsp; Not only are=
these players functionally literate (a real consideration), but they also=
have wonderful ideas to contribute about plots.&nbsp; The longer I run and=
play in PBEM games, the more I think of them as joint writing projects and=
the less I think of them as games&nbsp; this is, I think, a function of the=
types of games I run and the players I enjoy the most.&nbsp; The average=
turn for each of these types of players runs a week or two, and, depending=
on the amount of time we have, runs anywhere from thirty to sixty pages.=
<br>
<br>
</font><font size=3D5><u>Finding a game</u>&nbsp; <br>
</font><font size=3D4>It=92s something I hear from potential players all the=
time.&nbsp; The gaming group has disintegrated, work or kids don't allow=
it, or the GM has moved out of the area and no one is going to take his or=
her place&nbsp; what=92s a <i>Champions</i> player to do?&nbsp; A lot of=
people turn to online gaming, specifically PBEM.<br>
<br>
Again, you can try posting to the Usenet or the HML to find a game, although=
I haven't heard of anyone getting good results this way.&nbsp; There are=
also the =93classifieds=94 PBEM web pages, where you can list your name,=
interests, and e-mail address, for GMs to contact you, but as there are=
generally so many more players than GMs, this is also hit-or-miss.<br>
<br>
I recommend that if you=92re interested in a PBEM you've found online, write=
the GM.&nbsp; Don't demand a slot in the game&nbsp; I have had that happen,=
too, and I don't answer those messages&nbsp; but instead ask if it=92s OK=
for you to lurk.&nbsp; Offer to roleplay any NPCs that the GM might allow=
you to; this will lessen the GM=92s work load, while at the same time=
allowing you a chance to prove yourself.&nbsp; When the time comes for you=
to play, you'll already be intimately familiar with the world and the=
gaming styles of the other players.&nbsp; When I encounter dedicated=
players like that, I <u>create</u> slots for them in my games! <br>
<br>
</font><font size=3D5><u>Running the game<br>
</font></u><font size=3D4><b>Where to begin?</b>&nbsp; Ready to write your=
first turn-opener? It=92s easy, really!&nbsp; Here=92s an example from my=
PRIMUS game.&nbsp; <br>
</font><b>
<dl>
<dd>I, as the GM, first sent out this post, to the player of Agent Martin=
DuQuense:</b><font size=3D4>
<dd>For a hotel that was world-renowned for catering to every whim of its=
guests, Martin frowned at the remote control, their cable service was sadly=
lacking.&nbsp; Dorothy and RG -- permitted after the a discrete phone call=
from the Silver Avenger to the Montgomery's concierge's office --&nbsp;=
however, had found the indoor rooftop pool more than a little=
entertaining&nbsp; and were now towelling off in the adjoining bedroom.<br>
<br>

<dd>Guards posted at the elevator doors, the lobby, and at several other=
positions near their suite had done a lot to reassure Dorothy's peace of=
mind, if not Martin's; Marnie's mother, however, still refused to allow her=
daughter any contact with her friend.
<dd>&nbsp;
<dd>Just when it was about to come down to an =93Alf=94 rerun or a new=
episode of the =93Nanny,=94 there was a knock at the door.<br>
<br>
<b>
<dd>Martin=92s player responded: </b><i>
<dd>Now what?</i> he frowned, dropping the remote on the couch and standing=
up<i>. That's not the security detail - they didn't call in first over the=
radio</i>.&nbsp; Scooping up his back-up, IA having not returned his normal=
carry weapon yet, he paused at Dorothy's door for a second, then continued=
on as he heard her giggle as she and RG roughhoused. <i>Please let this not=
be another&nbsp; VIPER plot God</i>, he prayed, edging up to the door and=
checking the peephole. <i>I've had enough for a long, long, time.</i>
<dd>&nbsp;<b>
<dd>Then I replied: </b>
<dd>At first glance, Martin didn't recognize the man in the khaki pants and=
denim shirt in front of the door -- until he realized that David Armitage's=
hair had gone whiter since the last time they'd met.<br>
<br>
<br>
<br>

</dl>When you have more than one player in a scene, simply have them copy=
each other on their messages, instead of making them filter through=
you.&nbsp; See, that=92s not so bad!&nbsp; And when all else fails, drop=
them in the middle of a combat scene and watch them panic. </font> <br>
<br>
<font size=3D4><b>Pacing PBEM Plots.</b>&nbsp; The most important thing to=
remember when you start off a PBEM campaign is that plots take months to=
complete. Even a simple plot can become extraordinarily complex when there=
are four or five people involved in writing it!&nbsp; The PCs will need to=
feel as though they=92re accomplishing goals, even if the final victory is=
still out of their reach&nbsp; it=92s crucial to provide that. <br>
<br>
<b><i>Champions</i> Combat in PBEM&nbsp; It=92s not so bad,=
really.</b>&nbsp; The way I work combat in <i>Champions</i> PBEM requires=
that the players be on a timeline, but in essence, it=92s really an easier=
workload than a regular turn.&nbsp; I'll send out a description of the=
combat scene in the evening, and give all the players until 5 PM (PST) the=
following day to reply to me&nbsp; individually, as opposed to them sending=
their posts to everyone in the scene&nbsp; describing their actions in=
prose, then telling me what they=92re doing in terms of gaming=
mechanics.&nbsp; Each of these posts covers one or two segments, and by 9=
PM (PST), I'll reply to the group, having woven their individual=
descriptions and actions together, along with how they were resolved.&nbsp;=
They then have until 5 PM the next night to reply, and so on until the=
combat is resolved.&nbsp; It=92s worked very well for me in the past, even=
with large groups.&nbsp; <br>
<br>
<b>Assessing the Game: Talk to your players!</b>&nbsp; Every month or so, I=
make sure I get a chance to =93talk=94 to my players about what they think=
is working or what they'd like to change.&nbsp; Is their character=
developing the way they'd hoped? Is there another direction they'd like to=
go in?&nbsp; Because PBEM requires a significant time investment, I like to=
make sure the players are enjoying themselves and the direction of the=
game&nbsp; it=92s worth it for your ego to take a hit or two if it keeps=
good players around! <br>
<br>
<b>Assigning Experience Points.</b> These are the EP guidelines that I=
developed for the PRIMUS PBEM game, and are intended to reflect the=
<i>Super-Agents</i> genre.&nbsp; EPs aren't as critical in PBEM as they are=
in FTF gaming environments, but it=92s just as crucial to reward good=
roleplaying in PBEM! <br>
<br>
PCs gain experience points by confronting their weaknesses, good=
roleplaying, and overall character development. Dealing with weaknesses is=
what I'm most interested in; however, whether you as a player see the=
character overcoming those weaknesses or not is up to you. Experience=
points are awarded at the end of each story arc, or in special=
circumstances during the story as a reward for a particularly good moment=
of roleplaying.<br>
<br>
+1 EP for completing the scenario/investigation<br>
+1 EP for good roleplaying<br>
+1 EP for making useful contacts the GM can utilize later<br>
+2 EPs for great roleplaying<br>
+2 EPs for good roleplaying when confronting a psychological limitation<br>
+2 EPs for noble/heroic actions<br>
+3 EPs for noble/heroic actions in which the character was injured or saved=
lives<br>
<br>
Experience points are <u>subtracted</u> from the total awarded for out of=
character roleplaying, or use of player information in-game.<b> <br>
<br>
</b>-1 EP for failing to complete the scenario/investigation<br>
- -1 EP for minor Out of Character (OOC) roleplaying<br>
- -2 EPs for bad/nonexistent roleplaying<br>
- -2 EPs for ignoring circumstances that should activate a psychological=
limitation<br>
- -2 EPs for cowardly/unheroic actions<br>
- -3 EPs for severe OOC roleplaying<br>
- -3 EPs for cowardly/unheroic actions which result in injury or death for=
others<br>
<br>
<br>
</font><font face=3D"Verdana" size=3D5>And finally=85<br>
</font><font size=3D4>PBEM gaming can be one of the most rewarding types of=
roleplaying, or one of the most frustrating.&nbsp; My rule of thumb is that=
if it starts to become drudge work, the best thing you can do is take a=
break from it.&nbsp; I've observed games (and unfortunately, played in one)=
where the GM was tired, bored, but refused to back off for a week or two to=
recoup, and it was just unpleasant for everyone involved.&nbsp; If you=92re=
playing in a PBEM game and you=92re not happy with how things are going, do=
write the GM and discuss why you=92re not having fun.&nbsp; Because fun, of=
course, is the point of why you=92re gaming! <br>
</font><br>
<br>
<div>Shelley Chrystal Mactyre</div>
<div><a href=3D"http://www.mactyre.net/"=
EUDORA=3DAUTOURL>http://www.mactyre.net</a></div>
<br>
</html>

At 02:40 PM 2/25/99 -0500, Stainless Steel Rat wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>* "Filksinger" <filkhero@usa.net> Thu, 25 Feb 1999
>| each time, you could get hit fairly frequently without dying. The burns,
>| though nasty, are not bad enough that 10 would kill an average man;
>
>Thing is, it is not the burns that are the lethal (at least not the most
>lethal) aspect. It is the shock itself inducing cardiac arrest. It
>happens rarely enough to make it very difficult to accurately model real
>stun guns and prods and such. I figure it is easier to use a Killing
>Attack for the base, so that the Body damage increases with each hit,
>making it more likely that successive shocks will induce cardiac arrest.

How about making it a linked RKA with the EB (nnd, eb stun only whatever
you decide) with a low activation roll?
That means that you get a rare effect of body damage (triggering a cardiac
arrest) but normally don't do much/anything in the way of body damage?

you might even want to extend the activation roll to a 3 or less roll
(-3??) limitation
>
>For a more realistic effect, you can either wing it or slap a limitation on
>the KA that says that this 'damage' is healed more quickly than normal.

****************************************************************************
The Politician's Slogan
'You can fool all of the people some of the time and some of the people all
of the time, but you can't fool all of the people all of the time.
Fortunately only a simple majority is required.'
****************************************************************************